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Posted: 20-04-2003 01:53
by beefsack
so whats your problem atm, is there no shine at all?

Posted: 20-04-2003 08:47
by The Hermit
There's no shine on the version posted and as it looks pants without it that's where it currently at. I haven't worked on it for over a month now. :(

Posted: 20-04-2003 09:07
by Surge
you can do it Hermit!

Posted: 20-04-2003 09:24
by Dazlin
Have you seen the 3dmark2001se in the lobby the floor has a funny kind of glaze on it; it would be cool if you could recreate it oh yeah and you had a matrix kind of sound track to go with it. That would be a bonus


other than that, looks cool!!:eek:

Posted: 20-04-2003 09:40
by The Hermit
The Max Payne Demo. :D
That actually uses the old UT style mirrored surface which also doesn't work to well with my map... :(

Posted: 20-04-2003 12:36
by beefsack
whats wrong with making the current textures only very slightly transparent and making the surfaces mirrored in the flags? i downloaded the map today and (cos i was bored :p ) did exactly that and it looks mad :D

Posted: 20-04-2003 13:14
by The Hermit
beefsack wrote: whats wrong with making the current textures only very slightly transparent and making the surfaces mirrored in the flags? i downloaded the map today and (cos i was bored :p ) did exactly that and it looks mad :D


Works ok on the walls and floors (apart from killing the FPS! :eek: ) but on the pillars it goes rather weird. :confused:

Posted: 21-04-2003 02:47
by beefsack
lol you should just do the floor then

Posted: 21-04-2003 03:13
by The_One
Couldn't you just fake it with a cubemap?

Posted: 21-04-2003 10:31
by The Hermit
That's what I meant by 'shine', using a cubemap, not reflective, using mirrored surfaces. Neither work properly. :(

Posted: 21-04-2003 16:01
by The_One
then you're doing it wrong...
...probably. :/

Posted: 21-04-2003 17:34
by The Hermit
The_One wrote: then you're doing it wrong...
...probably. :/

Quite probably... :rolleyes:
Anyway, I've posted it as it currently stands, with shine on walls & posts but you can sometimes see the ball, trails or even players through them! :(

http://maps.4cows.net/4cows/deathballma ... .php?id=24

Posted: 22-04-2003 01:21
by Armagon
I've seen similar problems like this with trees in other custom levels I've played, but I've never seen this in normal ones. So there has to be some way to get around it. If you can't sort it out you may have to remove the shine from the pillars. It wouldn't be quite so pretty or realistic as far as the marble pilllars go, but I would definately prefer that they lose the shine, to me being able to see through them.

Posted: 25-04-2003 20:59
by The Hermit
Okay, here's how it stands at the moment, the shine has been removed from everything and some dust smoke added floating around the floor. I've also 'damaged' the pillars a bit :eek:, reduced the saturation of the coloured floor tiles and made the drawn lines on the floor dark instead of nearly white. :)

Posted: 09-05-2003 20:29
by The Hermit
Details updated at Deathball Maps Depot.

http://maps.4cows.net/4cows/deathballma ... .php?id=24